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Sylvain Lefebvre

Sylvain Lefebvre

INRIA Nancy Grand-Est/Loria, France


Title: Texture Synthesis for Large Virtual Environments

Abstract: A major difficulty in building vast, rich virtual worlds is the large amount of content that is required, in particular 3d meshes and textures. It is therefore not surprising that researchers in computer graphics started to consider methods to automatically generate this content. Textures in particular have received much attention: Images of materials tend to occupy a large amount of memory and their content is often of a stochastic nature. On the one hand this randomness makes them hard to compress efficiently as images, but on the other hand one can hope to describe their content through algorithms. However, being able to compute textures of a given appearance only partially solves the problem: The generated data must also be available in a form allowing for high quality, interactive rendering. In this talk I will describe the major challenges we are facing when synthesizing content for virtual worlds. I will focus on textures, describing the main families of approaches for their synthesis. I will also discuss which data structures may be used to hold the data being continuously generated as the user explores the scene. Along the talk I will point out directions of future research in this area.


SLefebvre Short Bio - Sylvain Lefebvre is a researcher at INRIA, France. He completed his PhD in 2004, on the topic of texturing and procedural texture generation using GPUs. He joined Microsoft Research (Redmond, USA) as a postdoctoral researcher during the year 2005, where he worked with Hugues Hoppe on runtime parallel texture synthesis. Their synthesizer was the first to run entirely on the GPU, allowing for direct interaction with the synthesized patterns. In 2006 he was recruited by INRIA as a permanent researcher. He is currently a member of the team ALICE in the Nancy Grand-Est INRIA center. His main research focuses are in procedural content generation -- often starting from examples -- end-user content manipulation and compact GPU-friendly data structures for interactive applications and games. Sylvain contributed several data-structures for parameterization-free texturing, such as spatial hashes that can be efficiently accessed from the GPU. Sylvain is an active member of the computer graphics research community, serving on the paper’s committee of major conferences such as SIGGRAPH and EUROGRAPHICS. He was short-paper co-chair for EUROGRAPHICS 2011. In 2010, he was honored with the EUROGRAPHICS young researcher award for his work on texture synthesis and GPU data-structures. In his vanishing spare time, Sylvain is an avid gamer and hobbyist game developer.
 


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